/// <summary> /// 打包资源 /// </summary> public void BuildAsset() { RuntimePlatform platform = RuntimePlatform.Android; BuildTarget buildTarget = BuildTarget.Android; // if (isSelectWindows) // { // platform = RuntimePlatform.WindowsPlayer; // buildTarget = BuildTarget.StandaloneWindows; // } // else if (isSelectAndroid) { platform = RuntimePlatform.Android; buildTarget = BuildTarget.Android; } else if (isSelectIOS) { platform = RuntimePlatform.IPhonePlayer; buildTarget = BuildTarget.iOS; } AssetBundleEditorTools.GenAssetBundle(exportPath + "/" + BApplication.GetPlatformPath(platform), buildTarget, options); AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); }
/// <summary> /// 打包资源 /// </summary> public void BuildAsset() { RuntimePlatform platform = RuntimePlatform.Android; BuildTarget buildTarget = BuildTarget.Android; if (isSelectAndroid) { platform = RuntimePlatform.Android; buildTarget = BuildTarget.Android; } else if (isSelectIOS) { platform = RuntimePlatform.IPhonePlayer; buildTarget = BuildTarget.iOS; } var outPath = exportPath + "/" + BApplication.GetPlatformPath(platform); var config = GameObject.Find("BDFrame").GetComponent <Config>(); //根据版本进入不同打包模式 if (config.Data.AssetBundleManagerVersion == AssetBundleManagerVersion.V1) { AssetBundleEditorTools.GenAssetBundle(outPath, buildTarget, options); } else if (config.Data.AssetBundleManagerVersion == AssetBundleManagerVersion.V2_experiment) { AssetBundleEditorToolsV2.GenAssetBundle(outPath, buildTarget, options, AES: AES); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); }
/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/Android", BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/iOS", BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("收集Shader keyword", GUILayout.Width(200))) { ShaderCollection.GenShaderVariant(); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } //开始打包 BuildAsset(); } if (GUILayout.Button("AssetBundle还原目录", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择资源目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } AssetBundleEditorTools.HashName2AssetName(exportPath); } GUILayout.EndVertical(); }
/// <summary> /// 打包资源 /// </summary> public void BuildAsset() { if (isSelectAndroid) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, exportPath + "/" + BDUtils.GetPlatformPath(RuntimePlatform.Android), BuildTarget.Android, options); } if (isSelectIOS) { AssetBundleEditorTools.GenAssetBundle(rootResourceDir, exportPath + "/" + BDUtils.GetPlatformPath(RuntimePlatform.IPhonePlayer), BuildTarget.iOS, options); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); }
/// <summary> /// 最新包 /// </summary> void LastestGUI() { GUILayout.BeginVertical(); if (GUILayout.Button("检测资源", GUILayout.Width(100))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } RuntimePlatform rp = RuntimePlatform.Lumin; BuildTarget bt = BuildTarget.Lumin; // if (isSelectWindows) // { // AssetBundleEditorTools.CheackAssets(rootResourceDir, // exportPath + "/" + // BApplication.GetPlatformPath(RuntimePlatform.WindowsPlayer), // BuildTarget.StandaloneWindows); // } if (isSelectAndroid) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/" + BApplication.GetPlatformPath(RuntimePlatform.Android), BuildTarget.Android); } if (isSelectIOS) { AssetBundleEditorTools.CheackAssets(rootResourceDir, exportPath + "/" + BApplication.GetPlatformPath(RuntimePlatform.IPhonePlayer), BuildTarget.iOS); } AssetDatabase.Refresh(); Debug.Log("资源打包完毕"); } if (GUILayout.Button("收集Shader keyword", GUILayout.Width(200))) { ShaderCollection.GenShaderVariant(); } if (GUILayout.Button("一键打包[美术资源]", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择导出目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } //搜集keyword ShaderCollection.GenShaderVariant(); //开始打包 BuildAsset(); } if (GUILayout.Button("AssetBundle还原目录", GUILayout.Width(380), GUILayout.Height(30))) { exportPath = EditorUtility.OpenFolderPanel("选择资源目录", Application.dataPath, ""); if (string.IsNullOrEmpty(exportPath)) { return; } AssetBundleEditorTools.HashName2AssetName(exportPath); } GUILayout.EndVertical(); }